| Douglas Muir 406 |
So, the Flumph. Can we build an interesting NPC around this?
In addition to various odds and ends like its Stench ability, the flumph gets +6 Dex, +4 Wis, +4 natural AC, has a natural Fly speed, and is Small. The Dex and Wis bumps suggest monk, as does the creature's default Lawful Good alignment. But its Small size doesn't help, and playing a martial isn't really consistent with the creature's generally pacific temperament and helpful outlook.
Is there a monk build that's more about knowledge skills, buffs and being helpful? Alternately, is there a Wis based caster that will really benefit from having a crazy high AC? If it helps, I'm looking for something that will be trying to stop (or help the PCs stop) some bad Dark Tapestry stuff. Build would be around 10th level.
Thoughts?
Doug M.
| Shimnimnim |
Cleric is a really, really strong option for a flumph, if I'm looking at this correctly. You have the AC to really abuse close quarters action, and you can fly, which is extremely helpful.
Those stench and acid abilities are all but worthless at level 10, so I'd recommend going in as something of a mobile support unit. Combat healing is considered an awful idea for a PC, but for an NPC it's fairly nice, taking less of the spotlight and allowing the PCs to shine.
I'm personally a big fan of a single level sensei monk dip, allowing your flumph to empower his team while he empowers his team. Plus you'd gain 2 more AC, a bonus feat, etc etc.
| Douglas Muir 406 |
The poor flumph is kinda ganked on Knowledge skills, especially if going the cleric route. So dipping a level of sensei monk is a possibility.
Other than being a mystery cultist of the Black Butterfly, is there any archetype or PrC that is thematically a good match for trying to shut down evil activities of the Dark Tapestry?
I'm Hiding In Your Closet
|
The head of thief's guild in a city of tyrants, and dashing (top hat?) mastermind behind their heroic exploits. The guild recover money from unfair taxation and distribute it to the poor, disrupt rigged elections, and liberate those incarcerated for peaceful protest.
That would require the alignment of that individual flumph shift to CG, but otherwise, COOL!
You know what else you can do with Flumphs? You can CONJURE them - that is, if the DM will permit their being added to the summon monster list. My group discovered that they're an ideal fit for summon monster II (and if you use a higher-level version of the spell to summon multiples in one casting, they make a mean team).
Also, with their ability scores being what they are, you could do worse than giving them Gunslinger levels. A floating brigade of Flumph Mukset Masters could...actually be pretty scary (like B-movie flying saucers slowly raining high-tech death from above).
Deadmanwalking
|
Flumph Sensei Monks or Gunslingers sound awesome. Clerics are also a valid choice, as are Empyreal Bloodline Sorcerers.
But personally, I'd go Inquisitor. A Flumph Inquisitor with a bow seems like it could be singularly scary, at least to me, and a verythematic choice for a hunter of the creatures of the Dark Tapestry.
| Magic Square |
A Flumph rogue could use disguise, a couple of chairs and a tablecloth to great effect! (DC 20 to notice the table has no legs, 30 if drunk in a tavern)
A Flumph with arcane casting could conjure up a companion with floating disc. Or with multiple floating discs and tablecloths could have a lower level form of mirror image.
| Tangaroa |
Prydzaliax is a worshipper of Xo'cin'ka, minor flumph goddess of protection and knowledge. All servants of this goddess are particularly devoted to ridding the world of feared aberrations, which they do by directing, advising and serving parties of humanoid adventurers. They will often craft strange protective or enhancing items for their allies and provide what lore they can offer on the aberrations they fight.
Female Flumph aberration 2 / cleric 3
LG Small aberration
Init +3, Senses darkvision (60 ft.); Perception +9
Aura aura of good, aura of law
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DEFENSE
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AC 28, touch 14, flat-footed 25 (+4 armor, +3 Dex, +6 natural, +4 shield, +1 size )
hp 30 ((2d8)+(3d8)+8)
Fort +6, Ref +6, Will +12
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OFFENSE
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Speed 5 ft. Fly 20 ft. (Perfect)
Melee sting +7 (1d4-1)
Special Attacks channel positive energy (2d6, DC 13, 5/day), stench spray (DC 12)
Prepared Spells
Cleric (CL 3rd; concentration +7)
2nd-align weapon(DC 16), barkskin, resist energy(DC 16)
1st-bless, command(DC 15), remove fear(DC 15), *shield(DC )
0th-detect magic, guidance(DC 14), light, stabilize(DC 14)
*:Domain spell.
Domains Defense Subdomain, Knowledge
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TACTICS
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Before Combat Prydzaliax casts barkskin and shield
During Combat Prydzaliax channels energy and uses spells to heal and augment her allies.
Base Statistics Without her spells, Prydzaliax has AC 22, flat-footed 19
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STATISTICS
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Str 8, Dex 16, Con 12, Int 12, Wis 19, Cha 14,
Base Atk +3; CMB +1; CMD 14
Feats Craft Wondrous Item, Selective Channeling, Weapon Finesse
Skills Diplomacy +7, Fly +18, Heal +9, Knowledge (Dungeoneering) +7, Knowledge (Nature) +7, Perception +9, Sense Motive +8, Spellcraft +7, Stealth +11
Languages Aklo, Celestial, Common
SQ acid injection, aura of good, aura of law, darkvision, deflection aura, lore keeper, orisons, spontaneous casting, weapon and armor proficiency,
Combat Gear bandages of rapid recovery, elixir of hiding, scroll (protection from chaos), scroll (protection from evil)
Other Gear sting, cloak of resistance +2, mithral shirt (small), healers kit, holy symbol (silver), scroll case
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SPECIAL ABILITIES
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Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.
Aura of Good (Ex) You project a moderate good aura.
Aura of Law (Ex) You project a moderate lawful aura.
Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 2d6 (DC 13 for half) 5/day.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deflection Aura (Su) Once each day, you can emit a 20- foot aura for 3 rounds. Allies within the aura gain a +2 Deflection bonus to AC and combat maneuver defense.
Lore Keeper (Sp) You can touch a creature to learn about its abilities and weaknesses.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time.
Stench Spray (Ex) A flumph can spray a 20-foot line of foul-smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 10 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 10 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity
| prong999 |
So, the Flumph. Can we build an interesting NPC around this?
In addition to various odds and ends like its Stench ability, the flumph gets +6 Dex, +4 Wis, +4 natural AC, has a natural Fly speed, and is Small. The Dex and Wis bumps suggest monk, as does the creature's default Lawful Good alignment. But its Small size doesn't help, and playing a martial isn't really consistent with the creature's generally pacific temperament and helpful outlook.
Is there a monk build that's more about knowledge skills, buffs and being helpful? Alternately, is there a Wis based caster that will really benefit from having a crazy high AC? If it helps, I'm looking for something that will be trying to stop (or help the PCs stop) some bad Dark Tapestry stuff. Build would be around 10th level.
Thoughts?
Doug M.
Oh no! You don't want to do this! Next thing you know, players are going to want to roll up flumph characters... In fact, I'm already starting to think of a build for a flumph gunslinger...
| Tangaroa |
Atha'lailo is a practitioner of a defensive style of flumph martial arts that favors using superior leverage and and redirection of force to the flumph practitioner's advantage. Besides directly attacking lesser aberrations such as azatas, gricks, chuuls and reefclaws, Atha'lailo is known as one of the few survivors of a "seeding".
Male Flumph aberration 2 / monk (flowing monk, qinggong monk) 8
LG Small aberration
Init +5, Senses darkvision (60 ft.); Perception +18
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DEFENSE
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AC 36, touch 25, flat-footed 30 (+4 armor, +5 Dex, +1 deflection, +1 dodge, +2 Monk, +7 natural, +1 size, +5 Wis)
hp 50 ((2d8)+(5d8)+19)
Fort +11, Ref +13, Will +14
Defensive Abilities elusive target, evasion, flowing dodge, redirection (DC 19)
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OFFENSE
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Speed 5 ft. Fly 20 ft. (Perfect)
Melee unarmed strike (small) +14/9 (1d8+2)
Melee sting +14 (1d4+2)
Melee flurry of blows +12/+12/+12/+7 (1d8+2)
Special Attacks flurry of blows, ki pool (10/day), power attack, stench spray (DC 13), unbalancing counter (DC 19)
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TACTICS
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Before Combat Atha'lailo uses a point of Ki to give himself barkskin using his qinggong ability and drinks a potion of mage armor.
During Combat Atha'lailo gracefully move enemies around the battlefield using improved reposition, moving them into flanks with his allies, and then tripping them.. If he has trouble damaging his foes, he will use the qinggong ability of power attack.
Base Statistics Without his qinggong barkskin ability and his potion of mage armor, Atha'lailo has AC 30, touch 25, flat-footed 24
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STATISTICS
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Str 12, Dex 20, Con 14, Int 10, Wis 20, Cha 8,
Base Atk +7; CMB +13 (+15 to reposition or trip); CMD 31 (33 vs reposition or trip)
Feats Agile Maneuvers, Combat Reflexes, Dodge, Great Fortitude, Improved Reposition, Improved Trip, Improved Unarmed Strike, Weapon Finesse
Skills Acrobatics +16, Diplomacy +1, Fly +20, Knowledge (Dungeoneering) +11, Perception +18, Sense Motive +9, Stealth +21
Languages Aklo, Common
SQ ac bonus, acid injection , bonus feat, darkvision, maneuver training, stench spray, unbalancing counter, vow of truth, weapon and armor proficiency (monk), wholeness of body, qinggong powers (barkskin, power attack)
Combat Gear potion of cure moderate wounds, potion of lesser restoration, potion of mage armor (3)
Other Gear amulet of mighty fists +1, headband of inspired wisdom, bracers of armor +1, ring of protection +1, cloak of resistance +1, 0.0 gp
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SPECIAL ABILITIES
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AC Bonus (Ex) When unarmored and unencumbered, you add +5 to your AC and your CMD.
Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.
Barkskin (Sp) Spend 1 ki point to use barkskin (self-only) as a spell-like ability (caster level 5).
Bonus Feat A flowing monk replaces the normal monk bonus feats with the following - Agile Maneuvers, Combat Reflexes, Deflect Arrows, Dodge, Improved Reposition*, Improved Trip, Nimble Moves, and Weapon Finesse. At 6th level, the following feats are also available - Acrobatic Steps, Bodyguard*, Improved Disarm, Improved Feint, Ki Throw*, Mobility, Second Chance*, and Sidestep*. At 10th level, the following feats are added - In Harm's Way*, Repositioning Strike*, Snatch Arrows, Spring Attack, and Tripping Strike*. (Asterisks denotes feats from the Advanced Player's Guide.)
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Elusive Target (Ex) At 5th level, as an immediate action, a flowing monk may spend 2 points from his ki pool to attempt a Reflex save opposed by an attacker's attack roll to halve damage from that attack. At 11th level and above, the flowing monk suffers no damage on a successful save, or half damage on a failed save. If the attacker is flanking the monk, the flanking opponent who is not attacking becomes the target of the attack. Use the same attack roll, and if the attack hits the new target, that creatures takes half damage (or full damage if the attack is completely avoided). Any associated effects from the attack (such as bleed, poison, or spell effects) apply fully even if the attack deals only half damage. This ability replaces purity of body and diamond body.
Evasion (Ex) You can avoid damage from many area-effect attacks.
Flowing Dodge (Ex) At 3rd level, a flowing monk gains a +1 dodge bonus to AC for each enemy adjacent to him, up to a maximum bonus equal to his Wisdom modifier (minimum 1). This ability replaces fast movement.
Flurry of Blows (Ex) You can make a flurry of blows as a full-attack action.
Ki Pool (Su) You have a pool of 10 ki points, supernatural energy he can use to accomplish amazing feats.
Maneuver Training (Ex) You use your monk level in place of your base attack bonus when calculating your combat maneuver bonus.
Power Attack Spend 1 ki point as a free action on your turn to have Power Attack until the beginning of your next turn.
Redirection (Ex) At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round (Reflex DC = 10 + 1/2 the monk's level + monk's Wisdom modifier to halve the duration), plus 1 additional round at 4th level and for every four levels afterward (to a maximum of 6 rounds at 20th level). The monk gains a +2 bonus on the reposition or trip combat maneuver check and the save DC for redirection increases by 2 if the attacker is using Power Attack or is charging when attacking him. The benefit increases to a +4 bonus and an increase of the saving throw by 4 if both apply. At 4th level, a flowing monk can use redirection against an opponent that the flowing monk threatens and that attacks an ally with a melee attack. At 8th level, a flowing monk can make both a reposition and a trip maneuver as part of a single immediate action with this ability. At 12th level, a flowing monk can use redirection against any opponent that attacks him in melee, even if the flowing monk is not threatening the opponent who attacks him. A flowing monk can use this ability once per day per monk level, but no more than once per round. This ability replaces stunning fist.
Stench Spray (Ex) A flumph can spray a 20-foot line of foul-smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 10 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 10 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).
Unbalancing Counter (Ex) At 2nd level, a flowing monk's attacks of opportunity render a struck creature flat-footed until the end of the flowing monk's next turn (Reflex DC 10 + 1/2 the monk's level + Wisdom modifier negates). This ability replaces the bonus feat gained at 2nd level.
Vow of Truth You are not allowed to deliberately speak any lies, including bluffing, stating half-truths with the intent to deceive, exaggerating, telling white lies, and so on. This applies to all forms of communication. If presented with circumstances where telling the truth would bring harm to another, you remain silent. Many monks of this vow also take a vow of silence to show their commitment.
Weapon and Armor Proficiency Monks are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling. Monks are not proficient with any armor or shields When wearing armor, using a shield, or carrying a medium or heavy load, a monk loses her AC bonus, as well as her fast movement and flurry of blows abilities.
Wholeness of Body (Su) You can heal your own wounds as a standard action. You can heal 8 hit points of damage by using 2 points from your ki pool.
Edit: Well, I missed the bit about 10th level, but I could easily extend the NPCs to that level.
Edit: Updated to 10th.
| Tangaroa |
Here's a level 10 flumph cleric:
Prydzaliax is a worshipper of Xo'cin'ka, minor flumph goddess of protection and knowledge. All servants of this goddess are particularly devoted to ridding the world of feared aberrations, which they do by directing, advising and serving parties of humanoid adventurers. They will often craft strange protective or enhancing items for their allies and provide what lore they can offer on the aberrations they fight.
Female Flumph aberration 2 / cleric 8
LG Small aberration
Init +3, Senses darkvision (60 ft.); Perception +16
Aura aura of good, aura of law, aura of protection (8 rounds/day),
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DEFENSE
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AC 31, touch 15, flat-footed 28 (+5 armor, +1 deflection, +3 Dex, +7 natural, +4 shield, +1 size )
hp 63 ((2d8)+(8d8)+18)
Fort +9, Ref +7, Will +17
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OFFENSE
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Speed 5 ft. Fly 20 ft. (Perfect)
Melee sting +11 (1d4-1)
Ranged light darkwood crossbow +12 (1d6/19-20)
Special Attacks channel positive energy (4d6, DC 16, 5/day), stench spray (DC 12)
Prepared Spells
Cleric (CL 8th; concentration +14)
4th-air walk, divination(DC ), freedom of movement(DC 20), magic weapon (greater)(DC 20)
3rd-daylight, invisibility purge(DC ), magic circle against chaos(DC 19), protection from energy(DC 19), water breathing(DC 19)
2nd-align weapon(DC 18), arrow of law(DC 18), barkskin, remove paralysis(DC 18), resist energy(DC 18), silence
1st-bless, command(DC 17), haze of dreams(DC 17), remove fear(DC 17), remove sickness(DC 17), shield(DC ), shield of faith(DC 17)
0th-detect magic, guidance(DC 16), light, stabilize(DC 16)
*:Domain spell.
Domains Defense Subdomain, Knowledge
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TACTICS
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Before Combat Prydzaliax casts barkskin and shield
During Combat Prydzaliax channels energy and uses spells to heal and augment her allies.
Base Statistics Without her spells, Prydzaliax has AC 25, flat-footed 22
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STATISTICS
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Str 8, Dex 16, Con 12, Int 12, Wis 22, Cha 14
Base Atk +7; CMB +5; CMD 19
Feats Brew Potion, Craft Wondrous Item, Selective Channeling, Spell Penetration, Weapon Finesse
Skills Diplomacy +7, Fly +18, Heal +13, Knowledge (Dungeoneering) +12, Knowledge (Nature) +12, Perception +16, Sense Motive +10, Spellcraft +12, Stealth +11,
Languages Aklo, Celestial, Common
SQ acid injection, aura of good, aura of law, aura of protection (8 rounds/day), darkvision, deflection aura, lore keeper, orisons, remote viewing (8 rounds/day), spontaneous casting, weapon and armor proficiency
Combat Gear bandages of rapid recovery, elixir of hiding, scroll (comprehend languages), scroll (protection from chaos), potion of bull's strength, potion of cure light wounds (2), potion of delay poison, potion of enlarge person (2), potion of lesser restoration, potion of neutralize poison, potion of protection from chaos (2), potion of protection from evil, potion of remove disease, potion of remove fear, potion of shield of faith +3,
Other Gear headband of inspired wisdom +2, amulet of natural armor +1, eyes of the eagle, Healer's Kit (10 charges), light darkwood crossbow with 20 bolts, 10 alchemical silver bolts, and 10 cold iron bolts, ring of protection +1, cloak of resistance +2, mithral shirt +1, holy symbol (silver), healer's kit, 120.0 gp
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SPECIAL ABILITIES
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Acid Injection (Ex) When a flumph strikes an opponent with its spikes, it injects a burning, irritating acid that deals 1d4 points of acid damage immediately and another 1d4 points of acid damage on the round after the attack. The target can end the acid's effects by submerging the wound in water for a round or by being treated with a DC 15 Heal check. A creature that grapples or swallows the flumph takes this acid damage automatically every round it maintains this contact with a living flumph.
Aura of Good (Ex) You project a strong good aura.
Aura of Law (Ex) You project a strong lawful aura.
Aura of Protection (Su) You can emit a 30-foot aura of protection.
Channel Positive Energy (Su) You can unleash a wave of positive energy dealing 4d6 (DC 16 for half) 5/day.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Deflection Aura (Su) Once each day, you can emit a 20- foot aura for 8 rounds. Allies within the aura gain a +2 Deflection bonus to AC and combat maneuver defense.
Lore Keeper (Sp) You can touch a creature to learn about its abilities and weaknesses.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Remote Viewing (Sp) You can use Clairaudience/Clairvoyance as a spell-like ability.
Spontaneous Casting You can channel stored spell energy into healing spells that you did not prepare ahead of time.
Stench Spray (Ex) A flumph can spray a 20-foot line of foul-smelling liquid once every 1d4 rounds. This spray functions like the stench universal monster ability, except it only affects creatures struck by the spray, which must make a DC 10 Fortitude save or be sickened for 5 rounds. The save DC is Constitution-based. Alternatively, the flumph can concentrate the spray on a single target within 5 feet. To use this version of its stench spray, the flumph must succeed at a ranged touch attack (+5 for most flumphs). If the target is hit, it must make a DC 10 Fortitude save or become nauseated for 5 rounds; otherwise, it is sickened for 5 rounds. The odor from this spray lingers in the area and on all creatures struck for 1d4 hours, and can be detected at a range of 100 feet (creatures with the scent ability can smell it at double this range).
Weapon and Armor Proficiency Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deity
I'm Hiding In Your Closet
|
They could be LG in a society that was excessively wicked, corrupt, and oppressive.
Perhaps, BUT they'd need some kind of perceived "higher authority" to justify defying the establishment.
This is something I've thought A LOT about: Lawful (Good, Neutral, or Evil) means you are driven by something outside yourself. Chaotic (Good, Neutral, or Evil) means that your drive comes from within. In this case, unless our hypothetical flumph friend was acting under an "authority" outside the resident regime (which is entirely possible), they'd need to be Chaotic in order to dedicate themself to treacherous and disruptive activity. True, there'd be conceivable room for them to be Neutral Good, but especially if they were both the instigator and leader of this movement ("To punish me for my contempt for authority, fate made me an authority myself." - Albert Einstein) and had started out being innately accustomed to Lawful Good, but forcibly radicalized by the reality around them ("Inside every cynical person, there is a disappointed idealist." - George Carlin), they'd have wound up Chaotic Good.
Also, I'll just say this: Somebody who's more invested in this than I am should develop rules for a Flumph firearm that takes advantage of their unique shape/ability to float/many, many arms. Dear gods...what have I done???
| SPCDRI |
An 8 HD Flumph is medium and CR 4.
From then on, you can add support non-associated levels to have
A 16 HD guy who can support the party.
A Feather Fly animal cleric with restoration healing could be a great
Support to cast fly and healing and channel to help the party without overshadowing.
Inquisitor at Level 8 could be a strong NPC option for your party.
An Empyreal Sorcerer 8 could patch up the party if it is a bit lacking
in some of the big arcane spells.
A Flumph Druid like this could be a nice support, too.
If you consider monk non-associated, Monk 8 with Guided on the tentacles could work in a sensei build. Touched by his noodly appendage!
| Kydeem de'Morcaine |
I wouldn't say it's a fascination -- there haven't been a lot of flumph threads. (Which is partly why I started one, actually.) No idea about the top hats.
Doug M.
Don't mean lots of threads. But whenever it comes up in a thread or conversation, everyone acts like it is the most interesting creature ever designed.
| Kydeem de'Morcaine |
I guess I would look to something like a summoning focused cleric (or even true summoner for longer duration). Then summon piles of lantern archons. Have one floaty thing summoning other floaty things.
They don't do massive damage (but it is consistent) and they have aid another, seems to fit the personality.
| Douglas Muir 406 |
I guess I would look to something like a summoning focused cleric (or even true summoner for longer duration). Then summon piles of lantern archons. Have one floaty thing summoning other floaty things.
They don't do massive damage (but it is consistent) and they have aid another, seems to fit the personality.
It is a good fit. Lantern archons are SM III. If you give the feat that allows summoning as a standard, and the other feat that gives +1 to the number of multiple summons, then at 9th level the flumph could call up 3-6 lanterns as a standard. "Everybody make five CR 13 Will saves or get -2 on everything" is a fun notion.
Doug M.